D&D 5 0 DMG Uncaged Goddesses Pregenerated Characters
D&D 5 0 DMG Uncaged Goddesses Pregenerated Characters
D&D 5 0 DMG Uncaged Goddesses Pregenerated Characters
character sheets
When we were making Uncaged: Goddesses, we knew that As with any pregenerated character, players are
its biggest hurdle was going to be getting people to play encouraged to make them their own. Character
Tier 4. According to Wizards of the Coast’s own survey personalities and backstories are the most obvious
data, most campaigns fizzle out or end before they hit candidates, but players and DMs can change these
Tier 4 play, and many players have never played a Tier pregens’ equipment, abilities, spells, races, and more to fit
4 game at all. However, we know that Tier 4 games are their table’s needs.
a ton of fun to play, and we want this book to help make
them more accessible to everyone. That’s where these We hope you find these pregens helpful and fun. Enjoy
characters come in! playing around in the epic world that is Tier 4!
What’s inside?
In this supplement, you’ll find eight pregenerated Tier 4
player characters, all level 18, with instructions on how
to level them up to 19 and 20. These include the four
pregenerated characters found inside Uncaged: Goddesses
(fighter, cleric, rogue, and wizard) and four additional
pregenerated characters (druid, bard, paladin, and
warlock).
SAMARA LEE
with magic item descriptions found in the Dungeon
Master’s Guide, unless otherwise noted.
1
Halfling Battle Master Fighter 18
Small Humanoid (Stout Halfling), Chaotic Good
“Your parents have been missing for how many days? Well… shit.”
2
Background: score a critical hit that deals bludgeoning damage to a
creature, attack rolls against that creature are made with
Nimble. You can move through the space of any creature Battle Master Features
that is of a size larger than yours. Combat Superiority. You learn maneuvers that are
fueled by special dice called superiority dice. Each
Brave. Advantage against being frightened (included in maneuver expends one superiority die, and you regain all
stat block). superiority dice when you finish a short or long rest. You
can only use one maneuver per attack.
Stout Resilience. Advantage against being poisoned and
resistance to poison damage (included in stat block). • Superiority Dice. You have 7 superiority dice, which
are d12s.
Crusher. Once per turn, when you hit a creature with • Disarming Attack. When you hit a creature with a
an attack that deals bludgeoning damage, you can move weapon attack, you can expend one superiority die
it 5 feet, to an unoccupied space, provided the target to attempt to disarm the target, forcing it to drop
is no more than one size larger than you. When you one item of your choice that it’s holding. You add the
3
superiority die to the attack’s damage roll, and the grapple the target as a bonus action (see the
target must make a Strength saving throw. On a failed Player’s Handbook for rules on grappling). Add the
save, it drops the object you choose. The object lands superiority die to your Strength (Athletics) check.
at its feet.
• Riposte. When a creature misses you with a melee
• Distracting Strike. When you hit a creature with a attack, you can use your reaction and expend
weapon attack, you can expend one superiority die to one superiority die to make a melee weapon
distract the creature, giving your allies an opening. attack against the creature. If you hit, you add the
You add the superiority die to the attack’s damage superiority die to the attack’s damage roll.
roll. The next attack roll against the target by an
attacker other than you has advantage if the attack is • Ambush. When you make a Dexterity (Stealth)
made before the start of your next turn. check or an initiative roll, you can expend one
superiority die and add the die to the roll, provided
• Goading Attack. When you hit a creature with a you aren’t incapacitated.
weapon attack, you can expend one superiority die
to attempt to goad the target into attacking you. You • Commanding Presence. When you make a Charisma
add the superiority die to the attack’s damage roll, (Intimidation), a Charisma (Performance), or a
and the target must make a Wisdom saving throw. On Charisma (Persuasion) check, you can expend one
a failed save, the target has disadvantage on all attack superiority die and add the superiority die to the
rolls against targets other than you until the end of ability check.
your next turn.
Student of War. Proficiency with one type of artisan’s
• Menacing Attack. When you hit a creature with a tools (included in stat block).
weapon attack, you can expend one superiority die to
Know Your Enemy. If you spend at least 1 minute
attempt to frighten the target. You add the superiority
observing or interacting with another creature outside
die to the attack’s damage roll, and the target must
combat, the DM can tell you if the creature is your equal,
make a Wisdom saving throw. On a failed save, it is
superior, or inferior in regard to two of the following
frightened of you until the end of your next turn.
characteristics of your choice:
• Precision Attack. When you make a weapon
• Strength score
attack roll against a creature, you can expend one
superiority die to add it to the roll. You can use this • Dexterity score
maneuver before or after making the attack roll, but • Constitution score
before any effects of the attack are applied.
• Armor Class
• Trip Attack. When you hit a creature with a weapon • Current hit points
attack, you can expend one superiority die to attempt
• Total class levels, if any
to knock the target down. You add the superiority die
to the attack’s damage roll, and if the target is Large • Fighter class levels, if any
or smaller, it must make a Strength saving throw. On
Relentless. When you roll initiative and have no
a failed save, you knock the target prone.
superiority dice remaining, you regain 1 superiority die.
• Bait and Switch. When you’re within 5 feet of
Equipment
a creature on your turn, you can expend one
superiority die and switch places with that creature,
provided you spend at least 5 feet of movement and
+3 quarterstaff, javelins (10), +3 plate armor, iron horn
the creature is willing and isn’t incapacitated. This
of Valhalla (summons 5d4 + 5 warriors to aid you for 1
movement doesn’t provoke opportunity attacks. Roll
hour), ring of regeneration* (regain 1d6 hit points every 10
the superiority die. Until the start of your next turn,
minutes and regrows lost limbs), Ioun stone of protection*
you or the other creature (your choice) gains a bonus
(included in stat block), an old uniform of the Flaming
to AC equal to the number rolled.
Fist (traveler’s clothes in quality), an insignia of your
• Grappling Strike. Immediately after you hit a rank, a dice set.
creature with a melee attack on your turn, you
* Attuned.
can expend one superiority die and then try to
4
Additionally, you have 2d10 x 10,000 gp and your choice
of one of the following:
Leveling Up
Level 19. Gain the Fighting Initiate (Defense) feat: +1 to
AC while wearing armor. Gain 9 more HP and 1 more hit
die.
Level 20. When you take the Attack action, you attack
four times. Gain 9 more HP and 1 more hit die.
5
Aasimar Grave Domain Cleric 18
Medium Humanoid (Protector Aasimar), Lawful Neutral; VGtM, XGtE
“My ancestors ensured long ago that my afterlife will not be a happy one – I hope I can return the favor.”
Armor Class 20 (25 with +3 shield) Radiant Soul. Aasimar trait. Once per long rest, gain a
Hit Points 129 (Hit Dice 18d8) flying speed of 30 feet. Additionally, once on each of your
Speed 30 ft. turns, deal extra radiant damage equal to your level to
one target when you damage it with an attack or spell.
This effect lasts 1 minute or until you end it as a bonus
STR DEX CON INT WIS CHA action.
8 (-1) 14 (+2) 14 (+2) 10 (+0) 20 (+5) 12 (+1) Channel Divinity. Cleric feature. You can use this feature
three times per short or long rest, plus one free use (from
amulet of the devout equipment) each day. As an action,
Proficiency Bonus +6 you can do one of the following:
Saving Throws Con +8, Wis +11, Cha +7; advantage on
saving throws against spells (scarab of protection, 1. Turn Undead. Each undead creature that can see or
equipment, see Reactions). hear you within 30 feet of you must make a Wisdom
Skills History +6, Persuasion +7, Medicine +11, Religion +6 saving throw (using your cleric spell save DC). If they
Damage Resistances necrotic, radiant fail, they are turned for 1 minute or until they take
Armor light armor, medium armor, shields any damage. Any undead at or below challenge rating
Weapons simple weapons 4 that fail are instantly destroyed.
Tools dragonchess set Turned creatures can’t willingly move to a space
Senses darkvision 60 ft., passive Perception 15 within 30 feet of you or take reactions. They can use
Languages Common, Celestial, Infernal only the Dash action to move away from you, try to
escape an effect that prevents them from moving, or
Actions use the Dodge action if there’s nowhere to move.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, 2. Path to the Grave. Curse one creature you can see
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 within 30 feet of you until the end of your next turn.
piercing damage. The next time you or an ally hit the creature with an
attack, the creature has vulnerability to all of that
Sacred Flame. Range 60 ft.; one target must make a DC
attack’s damage, then the curse ends.
22 Dexterity saving throw. On a failed save, they take
4d8 radiant damage. Divine Intervention. Cleric feature. Roll percentile dice. If
your result is equal to or lower than your cleric level, your
Toll the Dead. Range 60 ft.; one target must make a DC
deity intervenes on your behalf. The DM chooses the
22 Wisdom saving throw. On a failed save, they take 4d8
nature of the intervention. If your deity intervenes, you
necrotic damage. If they are missing any hit points, they
can’t use this feature again for 7 days. Otherwise, you can
take 4d12 necrotic damage instead.
use it again after you finish a long rest.
Word of Radiance. Range 5 ft.; each creature of your
Eyes of the Grave. Grave domain feature. 5 times per
choice that you can see within range must make a DC
long rest. Until the end of your next turn, you know
22 Constitution saving throw. On a failed save, they take
the location of any undead within 60 feet of you that
4d6 radiant damage.
isn’t behind total cover and that isn’t protected from
Healing Hands. Aasimar trait. Once per long rest, touch divination magic.
a creature and cause it to regain hit points equal to your
level.
continued
6
Spellcasting ‡ This spell has a range of 30 ft. and can be cast as a
bonus action (Circle of Mortality grave domain feature).
Casting Ability Wisdom
Spell Save DC 22 § Shadow Touched feat. You can cast each of these spells
Spell Attack Modifier +14 without expending a spell slot once per long rest.
SPELLS PREPARED
Cantrips: guidance, light*,†, mending, sacred flame, spare
Bonus Actions
the dying*,‡, thaumaturgy, toll the dead, word of radiance Harness Divine Power. Cleric feature. Three times per
1st Level (4 slots): bane*, bless, false life*, healing word, long rest, expend a use of your Channel Divinity to regain
protection from evil and good, sanctuary, silent image*,§ one expended spell slot of level 3 or lower.
2nd Level (3 slots): aid, enhance ability, gentle repose*, Quickened Spell. Metamagic Adept feat. Spend 2 sorcery
invisibility*,§, ray of enfeeblement*, spiritual weapon points to cast, as a bonus action, a spell that normally
takes 1 action to cast. (You have 2 sorcery points, which
3rd Level (3 slots): bestow curse, dispel magic, protection
you regain after a long rest.)
from energy, revivify*, spirit guardians, tongues, vampiric
touch* Spellcasting. The spells healing word, divine word,
sanctuary, spare the dying, and spiritual weapon are
4th Level (3 slots): banishment, blight*, death ward*,
bonus actions.
stone shape
5th Level (3 slots): antilife shell*, commune, greater Reactions
restoration, raise dead*
Scarab of Protection. Equipment. While the scarab
6th Level (1 slot): heal, word of recall is on your person, if you fail a saving throw against a
7th Level (1 slot): divine word, etherealness necromancy spell or a harmful effect originating from
an undead creature, you can expend 1 charge to turn
8th Level (1 slot): holy aura
the failed save into a successful one. The scarab has
9th Level (1 slot): mass heal, power word heal 12 charges and is destroyed when its last charge is
*
These spells are always prepared and do not count expended.
against the total number of spells you can prepare. Sentinel at Death’s Door. Grave domain feature, 5 times
†
Use Charisma, not Wisdom, as your spellcasting ability per long rest. When you or an ally that you can see within
for light. 30 feet of you suffers a critical hit, you can turn that
attack into a normal hit.
Background: Noble Ideal. I ensure that Death does not take those who have
unfinished business in this life… and that it finds those
who have overstayed their welcome.
You were born into a corrupt noble family that you
have since cut ties with, though you can still reap some
Bond. My family once belonged to an organization that
benefits from your connections to your past.
was steeped in foul necromantic magic. I’ve set out to
Position of Privilege. Thanks to your noble birth, people redeem the wrongs of my past.
are inclined to think the best of you. You are welcome in
Flaw. I am deeply uncomfortable in large social
high society, and people assume you have the right to be
gatherings.
wherever you are. The common folk make every effort to
accommodate you and avoid your displeasure, and other
people of high birth treat you as a member of the same
social sphere. You can secure an audience with a local Protector Aasimar Traits
noble if you need to. Light Bearer. You know the light cantrip. Charisma is
your spellcasting ability for it (included in stat block).
Personality Trait. I’ve been told I come off as a bit over-
serious and macabre. Healing Hands. As an action, you touch a creature and
cause it to regain hit points equal to your level, once per
long rest.
7
Radiant Soul. As an action, your eyes glimmer and two • Turn Undead. As an action, you present your holy
luminous, incorporeal wings sprout from your back, symbol and speak a prayer censuring the undead.
lasting 1 minute or until you end it as a bonus action. You Each undead that can see or hear you within 30 feet
gain a flying speed of 30 feet and, once on each of your of you must make a Wisdom saving throw (using
turns, you can deal extra radiant damage equal to your your cleric spell save DC). If the creature fails its
level to one target when you damage it with an attack or a saving throw, it is turned for 1 minute or until it takes
spell. Once you use this trait, you can’t use it again until any damage.
you finish a long rest.
A turned creature must spend its turns trying to
move as far away from you as it can, and it can’t
Feats willingly move to a space within 30 feet of you. It also
can’t take reactions. For its action, it can use only
Metamagic Adept. You learn the extended spell and the Dash action or try to escape from an effect that
quickened spell Metamagics from the sorcerer class. You prevents it from moving. If there’s nowhere to move,
can use only one Metamagic option on a spell when you the creature can use the Dodge action.
cast it. You gain 2 sorcery points to spend on Metamagic,
and you regain all sorcery points when you finish a long Any undead at or below challenge rating 4 that fail
rest. their saving throw are instantly destroyed.
• Extended Spell. When you cast a spell that has • Path to the Grave. As an action, you choose one
a duration of 1 minute or longer, you can spend 1 creature you can see within 30 feet of you, cursing
sorcery point to double its duration, to a maximum it until the end of your next turn. The next time you
duration of 24 hours. or an ally of yours hits the cursed creature with an
• Quickened Spell. When you cast a spell that has a attack, the creature has vulnerability to all of that
casting time of 1 action, you can spend 2 sorcery attack’s damage, and then the curse ends.
points to change the casting time to 1 bonus action for • Harness Divine Power. As a bonus action, you can
this casting (included in stat block). expend a use of your Channel Divinity to regain one
Shadow Touched. Wisdom increased. You learn expended spell slot of level 3 or lower. You can use
invisibility and silent image and can cast each of them this feature three times per long rest.
without expending a spell slot once per long rest. You can Divine Intervention. You can call on your deity to
also cast these spells using spell slots as normal (included intervene on your behalf when your need is great.
in stat block). Imploring your deity’s aid requires you to use your action.
Resilient. Increases Constitution and grants proficiency Describe the assistance you seek, and roll percentile
in Constitution saving throws (included in stat block). dice. If you roll a number equal to or lower than your
cleric level, your deity intervenes. The DM chooses the
nature of the intervention; the effect of any cleric spell
Cleric Features or cleric domain spell would be appropriate. If your deity
intervenes, you can’t use this feature again for 7 days.
Ritual Casting. You can cast a cleric spell as a ritual Otherwise, you can use it again after you finish a long
if that spell has the ritual tag and you have the spell rest.
prepared.
8
You also know the spare the dying cantrip, which doesn’t Additionally, you have 2d10 x 10,000 gp and your choice
count against the number of cleric cantrips you know. of 1 of the following:
For you, it has a range of 30 feet, and you can cast it as a
bonus action (included in stat block). • potion of supreme healing (heals 10d4 + 20 HP)
Eyes of the Grave. As an action, you can open your • potion of diminution (gain the “reduce” effect of
awareness to magically detect undead. Until the end of enlarge/reduce for 1d4 hours)
your next turn, you know the location of any undead
• potion of flying (gain a flying speed equal to your
within 60 feet of you that isn’t behind total cover and
walking speed for 1 hour)
that isn’t protected from divination magic. This sense
doesn’t tell you anything about a creature’s capabilities or • potion of invulnerability (gain resistance to all
identity. You can use this feature a number of times equal damage for 1 minute)
to your Wisdom modifier (minimum of once). You regain
all expended uses when you finish a long rest.
Equipment
Dagger, +3 half plate armor, +3 shield with holy symbol
affixed to it, obsidian steed figurine of wondrous power
(becomes a nightmare for up to 24 hours), scarab of
protection* (included in stat block under reactions),
+3 amulet of the devout* (TCoE), holy symbol, a set of fine
clothes, a signet ring, a scroll of pedigree, dragonchess
set.
* Attuned.
9
Human Arcane Trickster Rogue 18
Medium Humanoid (Human), True Neutral
“Look, man, all I’m saying is, everyone could stand to be a bit cooler about
some stuff they may or may not have found in my pack.”
Actions
+3 Rapier. Melee Weapon Attack: +15 to hit, reach 5 ft.,
one target. Hit: 1d8 + 8 piercing damage.
Shortbow. Ranged Weapon Attack: +12 to hit, range
80/320 ft., one target. Hit: 1d6 + 5 piercing damage. continued
10
Spellcasting
Casting Ability Intelligence
Feats
Fey Touched. Intelligence increases. You learn misty
Spell Save DC 18 step and hex. You can cast each of these spells without
Spell Attack Modifier +10 expending a spell slot once per long rest. You can also
SPELLS KNOWN cast these spells using spell slots as normal (all included
Cantrips: booming blade, mage hand*, minor illusion, in stat block).
prestidigitation
Mobile. Your speed increases by 10 feet (included in stat
1st Level (4 slots): disguise self, find familiar, hex†, silent block). When you use the Dash action, difficult terrain
image, Tasha’s hideous laughter doesn’t cost you extra movement on that turn. When you
2nd Level (3 slots): darkvision, invisibility, mirror image, make a melee attack against a creature, you don’t provoke
misty step†, shadow blade opportunity attacks from that creature for the rest of the
3rd Level (3 slots): enemies abound, fly, major image turn, whether you hit or not.
* See Mage Hand Legerdemain arcane trickster feature. Observant. Wisdom increases. +5 bonus to passive
Wisdom (Perception) and passive Intelligence
† Fey Touched feat. You can cast each of these spells (Investigation) scores. You can read lips (all included in
without expending a spell slot once per long rest. They stat block).
do not count against the total number of spells you can
know.
Rogue Features
Expertise. Extra skill bonuses (included in stat block).
Background: Sage Sneak Attack. Once per turn, you can deal an extra 9d6
damage to one creature you hit with an attack if you
You studied with a prestigious group of scholars in have advantage on the attack roll. The attack must use
Candlekeep for two years before deciding the rigorous a finesse or a ranged weapon. You don’t need advantage
focus on scholastic achievement wasn’t for you. You made on the attack roll if another enemy of the target is within
some cool friends and picked up a few spells while you 5 feet of it, that enemy isn’t incapacitated, and you don’t
were there, so it wasn’t all bad. have disadvantage on the attack roll.
Researcher. When you attempt to learn or recall a piece Thieves’ Cant. During your rogue training you learned
of lore, if you do not know that information, you often thieves’ cant, a secret mix of dialect, jargon, and code
know where and from whom you can obtain it. Usually, that allows you to hide messages in seemingly normal
this information comes from a library, scriptorium, conversation. Only another creature that knows thieves’
university, or a sage or other learned person or creature. cant understands such messages. It takes four times
Your DM might rule that the knowledge you seek is longer to convey such a message than it does to speak the
secreted away in an almost inaccessible place, or that it same idea plainly.
simply cannot be found.
In addition, you understand a set of secret signs and
Personality Trait. I have an extreme sweet tooth. And symbols used to convey short, simple messages, such as
salty tooth. Really, I just like food. whether an area is dangerous or the territory of a thieves’
guild, whether loot is nearby, or whether the people in
Ideal. I’m here for chill vibes and the occasional new life an area are easy marks or will provide a safe house for
experience. A bit of peril really makes you appreciate the thieves on the run.
calm moments, you know?
Cunning Action. You can Dash, Disengage, or Hide as a
Bond. I am fully ride-or-die for my friends and my pet bonus action on each of your turns in combat.
rat.
Steady Aim. As a bonus action, you give yourself
Flaw. I instantly dislike intellectual types, academics, advantage on your next attack roll on the current turn.
and rule-enforcers – I’ve already dealt with enough of all You can use this bonus action only if you haven’t moved
three for my lifetime. during this turn, and after you use the bonus action, your
speed is 0 until the end of the current turn.
11
Uncanny Dodge. When an attacker that you can see hits your spell save DC. On a failed save, you negate the spell’s
you with an attack, you can use your reaction to halve the effect against you, and you steal the knowledge of the
attack’s damage against you. spell if it is at least 1st level and of a level you can cast (it
doesn’t need to be a wizard spell). For the next 8 hours,
Evasion. When you are subjected to an effect that allows you know the spell and can cast it using your spell slots.
you to make a Dexterity saving throw to take only half The creature can’t cast that spell until the 8 hours have
damage, you instead take no damage if you succeed on passed. Once you use this feature, you can’t use it again
the saving throw, and only half damage if you fail. until you finish a long rest.
Reliable Talent. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a
d20 roll of 9 or lower as a 10. Equipment
+3 rapier, shortbow, +2 studded leather armor, cloak of
Blindsense. If you are able to hear, you are aware of the
invisibility* (as an action, become invisible for up to 2
location of any hidden or invisible creature within 10 feet
hours), broom of flying (can carry up to 400 pounds and
of you.
can travel alone), Ioun stone of mastery* (included in stat
Slippery Mind. Wisdom save proficiency (included in stat block), a bottle of ink, a quill, a small knife, a letter from
block). a dead colleague posing a question you have not yet been
able to answer, a set of common clothes.
Elusive. No attack roll has advantage against you while
you aren’t incapacitated. Spell component pouch containing charcoal, incense, and
herbs worth 30 gp.
12
Goliath School of Divination Wizard 18
Medium Humanoid (Goliath), Neutral Good; VGtM
Spellcasting
Proficiency Bonus +6
Casting Ability Intelligence
Saving Throws Con +9, Int +11, Wis +7; advantage on
Spell Save DC 21
saving throws against spells and magical effects
Spell Attack Modifier +13
Skills Athletics +6, Arcana +17, History +11, Insight +7,
Investigation +11 SPELLS KNOWN
Damage Resistances cold Cantrips: mage hand (range 60 ft.), mind sliver, minor
Armor none illusion, prestidigitation, shape water
Weapons daggers, darts, slings, quarterstaffs, 1st Level (4 slots): absorb elements, alarm, false life,
light crossbows feather fall, detect magic, magic missile, protection from
Tools none evil/good, shield*
Senses passive Perception 11
2nd Level (3 slots): augury, earthbind, enhance ability*,
Languages Common, Giant, Elvish, Draconic
misty step
Actions 3rd Level (3 slots): clairvoyance, counterspell, dispel
magic, fly, tiny servant
Dagger. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 4th Level (3 slots): arcane eye, banishment, charm
piercing damage. monster, greater invisibility
Mind Sliver. Range 60 ft.; one target must make a DC 21 5th Level (3 slots): hold monster, Rary’s telepathic bond,
Intelligence saving throw. On a failed save, they take 4d6 wall of force, wall of stone
psychic damage and subtract 1d4 from the next saving 6th Level (1 slot): disintegrate, globe of invulnerability,
throw they make before the end of your next turn. mass suggestion, true seeing
Staff of Fire. The staff has 10 charges. As an action, you 7th Level (1 slot): forcecage, Mordenkainen’s magnificent
cast one of the following spells from it (spell save DC 21): mansion, plane shift, teleport
burning hands (1 charge), fireball (3 charges), or wall of fire
8th Level (1 slot): antimagic field, illusory dragon, maze,
(4 charges). It regains 1d6 + 4 charges daily at dawn. At 0
power word stun
charges, roll a d20. On a 1, the staff is destroyed.
9th Level (1 slot): foresight, time stop, wish
Bonus Actions
* Spell Mastery wizard feature. When you have these
Telekinetic. Feat. One creature you can see within 30 spells prepared, you can cast them at their respective
feet of you must succeed on a Strength saving throw (DC lowest level without expending spell slots.
21) or be telekinetically shoved 5 feet toward or away
Bold = this spell is currently prepared.
from you.
Spellcasting. The spell misty step is a bonus action.
13
Background: Feats
Cloistered Scholar Telekinetic. The range on your mage hand cantrip
becomes 60 ft. As a bonus action, you can try to
You were the first in your family to pursue higher telekinetically shove one creature you can see within 30
learning and study at Candlekeep. Your family was a bit feet of you. When you do so, the target must succeed on a
confused by your interests at first, but they have always Strength saving throw (DC 8 + your proficiency bonus +
been very proud of you. Intelligence modifier) or be moved 5 feet toward or away
from you. A creature can willingly fail this save.
Library Access. Though others must often endure
extensive interviews and significant fees to gain access Resilient. Increases Constitution and proficiency on
to even the most common archives in your library, you Constitution saving throws (included in stat block).
have free and easy access to the majority of the library,
though it might also have repositories of lore that are too Skill Expert. Increases Constitution and grants skill
valuable, magical, or secret to permit anyone immediate proficiency and expertise (included in stat block).
access. You have a working knowledge of your cloister’s
Wizard Features
personnel and bureaucracy, and you know how to
navigate those connections with some ease. Additionally,
you are likely to gain preferential treatment at other
Spellbook. You have a spellbook containing the spells you
libraries across the Realms, as professional courtesy
know.
shown to a fellow scholar.
Copying a Spell into the Book. When you find a wizard
Personality Trait. When someone is upset, I’m first on
spell of 1st level or higher, you can add it to your
the scene with hugs and cocoa.
spellbook. For each level of the spell, this process takes
Ideal. Every problem can be prevented with proper 2 hours and costs 50 gp. Once you have spent this time
foresight and planning. and money, you can prepare the spell just like your other
spells.
Bond. Without me, my friends will absolutely forget to
drink enough water and/or die. I have to keep that from Replacing the Book. You can copy a spell from your own
happening. spellbook into another book. This process takes only 1
hour and 10 gp for each level of the copied spell.
Flaw. I handle surprises poorly and am upset when things
don’t go according to plan. If you lose your spellbook, you can use the same
procedure to transcribe the spells that you have prepared
into a new spellbook.
Goliath Traits Ritual Casting. You can cast a wizard spell as a ritual if
Natural Athlete. Proficiency in the Athletics skill that spell has the ritual tag and you have the spell in your
(included in stat block). spellbook. You don’t need to have the spell prepared.
Stone’s Endurance. When you take damage, you can Spellcasting Focus. You can use an arcane focus as a
use your reaction to roll a d12. Add your Constitution spellcasting focus for your wizard spells.
modifier to the number rolled, and reduce the damage by
that total. After you use this trait, you can’t use it again Arcane Recovery. Once per day when you finish a short
until you finish a short or long rest. rest, you can choose expended spell slots to recover. The
spell slots can have a combined level that is equal to or
Powerful Build. You count as one size larger when less than half your wizard level (rounded up), and none
determining your carrying capacity and the weight you of the slots can be 6th level or higher.
can push, drag, or lift.
Spell Mastery. You can cast shield and enhance ability at
Mountain Born. You have resistance to cold damage their respective lowest level without expending a spell slot
(included in stat block). You’re also acclimated to high when you have them prepared. If you want to cast either
altitude, including elevations above 20,000 feet. spell at a higher level, you must expend a spell slot as
normal.
14
School of Divination Features Additionally, you have 2d10 x 10,000 gp and your choice
of 1 of the following:
Divination Savant. The gold and time you must spend to
copy a Divination spell into your spellbook is halved. • potion of supreme healing (heals 10d4 + 20 HP)
Portent. When you finish a long rest, roll three d20s and • potion of diminution (gain the “reduce” effect of
record the numbers rolled. You can replace any attack enlarge/reduce for 1d4 hours)
roll, saving throw, or ability check made by you or a
creature that you can see with one of these foretelling • potion of flying (gain a flying speed equal to your
rolls. You must choose to do so before the roll, and you walking speed for 1 hour)
can replace a roll in this way only once per turn. Each
• potion of invulnerability (gain resistance to all
foretelling roll can be used only once. When you finish a
damage for 1 minute)
long rest, you lose any unused foretelling rolls.
Equipment
Dagger, staff of fire*, robe of the archmagi*, carpet of
flying (5 ft. x 7 ft.), rod of security (teleports you and
many other willing creatures to a safe extraplanar space
temporarily), Heward’s handy haversack (holds items in
an extradimensional space), the scholar’s robes of your
cloister, a writing kit (small pouch with a quill, a bottle of
ink, folded parchment, and a small penknife), a borrowed
book on the subject of your current study.
* Attuned.
15
Drow Circle of Stars Druid 18
Medium humanoid (drow elf), neutral good; TCoE
“My favorite astral phenomena both occur when Selûne, Toril, and the Sun are in syzygy.
Oh, you don’t know what that is? Here, I’ve got a book I can lend you!”
Armor Class 17 (22 with +3 shield) Wild Companion. As an action, you can expend a use of
Hit Points 111 (Hit Dice 18d8) your Wild Shape feature to cast the Find Familiar spell
Speed 30 ft. without material components.
Bonus Actions
STR DEX CON INT WIS CHA
Starry Form. Circle of Stars feature.
8 (-1) 14 (+2) 12 (+1) 16 (+3) 20 (+5) 10 (+0)
Spellcasting. The spells healing word and healing spirit
are bonus actions.
Proficiency Bonus +6
Saving Throws Int +9, Wis +11 Spellcasting
Skills Insight +11, Persuasion +6, Perception +17, Casting Ability Wisdom
Nature + 9, Survival +11 Spell Save DC 22
Damage Resistances none; bludgeoning, piercing, Spell Attack Modifier +14
slashing when using Starry Form (Circle of Stars SPELLS KNOWN
feature). Cantrips: dancing lights*, guidance*, shape water, produce
Armor light armor, medium armor, shields (druids will not flame, thorn whip, thunderclap
wear armor or use shields made of metal)
Weapons clubs, daggers, darts, hand crossbows, javelins, 1st Level (4 slots): guiding bolt*,†, detect magic, entangle,
maces, quarterstaffs, rapiers, scimitars, shortswords, healing word
sickles, slings, spears 2nd Level (3 slots): pass without trace, spike growth,
Tools herbalism kit, cartographer’s tools moonbeam, healing spirit
Senses darkvision 60 ft., passive Perception 27, Sunlight
3rd Level (3 slots): dispel magic, elemental weapon,
Sensitivity drow trait
erupting earth, protection from energy
Languages Common, Elven, Undercommon, Druidic
4th Level (3 slots): polymorph, stone shape, wall of fire
Actions 5th Level (3 slots): cone of cold, maelstrom, wall of stone
Moon Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., 6th Level (1 slot): heal, wind walk
one target. Hit: 1d4 + 2 slashing damage. 7th Level (1 slot): reverse gravity
Produce Flame. Ranged Spell Attack: +14 to hit, range 30 8th Level (1 slot): tsunami, incendiary cloud
ft., one target. Hit: 4d8 fire damage.
9th Level (1 slot): shapechange
Thorn Whip. Ranged Spell Attack: +14 to hit, range 30 ft.,
one target. Hit: 4d6 piercing damage, and if the target is * These spells are always prepared and do not count
Large or smaller, you pull the creature up to 10 ft. closer against the total number of spells you can prepare.
to you.
† You can cast this spell without expending a spell slot 6
Thunderclap. Range self (5-foot radius); each creature times per long rest.
other than you must make a DC 22 Constitution saving
Note: When you cast a spell that restores hit points,
throw. On a failed save, they take 4d6 thunder damage.
you can add 1d4 to the amount of hit points restored,
This spell can be heard 100 ft. away.
provided you are holding your moon sickle.
Wild Shape. Druid feature.
16
Background: Feats
Guild Artisan Observant. Intelligence increases. Bonus to passive
perception and investigation. You can read lips (all
After finishing your apprenticeship in your local guild of included in stat block).
cartographers and chart-makers, you decided to travel
aboveground and chart the stars themselves. Skill Expert. Increases Dexterity and grants skill
proficiency and expertise (included in stat block).
Guild Membership. Your fellow guild members will
provide you with lodging and food if necessary, and pay Telepathic. Wisdom increases (included in stat block).
for your funeral if needed. In some cities and towns, a You can speak telepathically in a language you know
guildhall offers a central place to meet other members to any creature you can see within 60 feet of you. Your
of your profession, which can be a good place to meet communication doesn’t give the creature the ability to
potential patrons, allies, or hirelings. Guilds often wield respond to you telepathically. Additionally, you can cast
tremendous political power. If you are accused of a crime, detect thoughts, requiring no spell slot or components,
your guild will support you if a good case can be made for once per long rest. You can also cast this spell regularly
your innocence or the crime is justifiable. You can also using spell slots.
gain access to powerful political figures through the guild,
Druid Features
if you are a member in good standing. Such connections
might require the donation of money or magic items to
the guild’s coffers. You must pay dues of 5 gp per month to
Druidic. You know Druidic, the secret language of druids.
the guild. If you miss payments, you must make up back
You can speak it and use it to leave hidden messages.
dues to remain in the guild’s good graces.
Anyone who knows Druidic automatically spots such
Personality Trait. I talk with my hands when I get excited a message. Others spot the message’s presence with a
about something. I once backhanded another member successful DC 15 Wisdom (Perception) check but can’t
of the party while talking about quasars, but nobody decipher it without magic.
believes it was an accident.
Ritual Casting. You can cast a druid spell as a ritual
Ideal. Taking time to truly study and know things the if that spell has the ritual tag and you have the spell
gods created is a form of worship. prepared.
Bond. I’ve spent years researching them, and now I want Spellcasting Focus. You can use a druidic focus as a
to travel to the distant realms among the stars. spellcasting focus for your druid spells.
Flaw. I value knowledge above all things, and will go to Wild Shape. As an action, you magically assume the
extreme and sometimes dubious lengths to attain it. shape of any beast you have seen before that has a
challenge rating of 1 or lower. You can use this feature
twice per short or long rest.
Drow Traits You can stay in this shape for hours equal to half your
Sunlight Sensitivity. You have disadvantage on attack druid level (rounded down). You then revert to your
rolls and Wisdom (Perception) checks that rely on sight normal form unless you expend another use of this
when you, the target of the attack, or whatever you are feature. You can revert earlier as a bonus action on your
trying to perceive is in direct sunlight. turn. You automatically revert if you fall unconscious,
drop to 0 hit points, or die.
Drow Magic. You know the dancing lights cantrip
(included in stat block). Additionally, you can cast faerie While you are transformed:
fire and darkness each once per long rest, using Charisma
as your spellcasting ability (spell save DC 14). • Your game statistics are replaced by the beast’s
statistics, but you retain your alignment, personality,
Drow Weapon Training. Weapon proficiency (included in and Intelligence, Wisdom, and Charisma scores.
stat block). You also retain all of your skill and saving throw
proficiencies, in addition to gaining those of the
creature. If the creature has the same proficiency
17
as you and the bonus in its stat block is higher than
yours, use the creature’s bonus instead of yours. If the
creature has any legendary or lair actions, you can’t
Circle of Stars Features
Star Map. You’ve created a Tiny star chart that can serve
use them. as a spellcasting focus for your druid spells. If you lose
• When you transform, you assume the beast’s hit the map, you can perform a 1-hour ceremony to magically
points and Hit Dice. When you revert to your normal create a replacement. This ceremony can be performed
form, you return to the number of hit points you had during a short or long rest, and it destroys the previous
before you transformed. However, if you revert as a map. While holding this map, you have these benefits:
result of dropping to 0 hit points, any excess damage
carries over to your normal form. • You know the guidance cantrip.
• You can cast spells in beast form as long as they do • You have guiding bolt prepared. It counts as a druid
not require material components. Otherwise, your spell for you, and it doesn’t count against the number
ability to speak or take any action that requires of spells you can have prepared.
hands is limited to the capabilities of your beast form. • You can cast guiding bolt without expending a spell
Transforming doesn’t break your concentration on a slot. You can do so a number of times equal to your
spell you’ve already cast or prevent you from taking proficiency bonus, and you regain all expended uses
actions that are part of a spell that you’ve already when you finish a long rest.
cast, such as call lightning. Starry Form. As a bonus action, you can expend a use of
• You retain the benefit of any features from your your Wild Shape feature to take on a starry form. While
class, race, or other source and can use them if the in your starry form, you become partially incorporeal,
new form is physically capable of doing so. However, giving you resistance to bludgeoning, piercing, and
you can’t use any of your special senses, such as slashing damage. This form sheds bright light in a 10-
darkvision, unless your new form also has that sense. foot radius and dim light for an additional 10 feet. The
• You choose whether your equipment falls to the form lasts for 10 minutes. It ends early if you dismiss
ground in your space, merges into your new form, or it (no action required), are incapacitated, die, or use
is worn by it. Worn equipment functions as normal, this feature again. Whenever you assume your starry
but the DM decides whether it is practical for the form, you choose which of the following constellations
new form to wear a piece of equipment, based on the glimmers on your body; at the start of each of your turns,
creature’s shape and size. Your equipment doesn’t you can change constellations:
change size or shape to match the new form, and any • Archer. When you activate this form, and as a bonus
equipment that the new form can’t wear must either action on your subsequent turns while it lasts, you
fall to the ground or merge with it. Equipment that can make a ranged spell attack, hurling a luminous
merges with the form has no effect until you leave the arrow that targets one creature within 60 feet of you.
form. On a hit, the attack deals radiant damage equal to
Wild Companion. As an action, you can expend a use of 2d8 + your Wisdom modifier.
your Wild Shape feature to cast the Find Familiar spell,
without material components. When you cast the spell in • Chalice. Whenever you cast a spell using a spell slot
this way, the familiar is a fey instead of a beast, and the that restores hit points to a creature, you or another
familiar disappears after a number of hours equal to half creature within 30 feet of you can regain hit points
your druid level. equal to 1d8 + your Wisdom modifier.
Timeless Body. The primal magic that you wield causes • Dragon. When you make an Intelligence or a Wisdom
you to age more slowly. For every 10 years that pass, your check or a Constitution saving throw to maintain
body ages only 1 year. concentration on a spell, you can treat a roll of 9 or
lower on the d20 as a 10. You have a flying speed of 20
Beast Spells. Wild Shape improvement (included in stat feet and can hover.
block).
Cosmic Omen. Whenever you finish a long rest, you can
consult your star map for omens. When you do so, roll a
die. Until you finish your next long rest, you gain access
to a special reaction based on whether you rolled an even
or an odd number on the die:
18
• Weal (even). Whenever a creature you can see within
30 feet of you is about to make an attack roll, a saving
throw, or an ability check, you can use your reaction
Leveling Up
Level 19. Increase Intelligence ability score by 2. Prepare
to roll a d6 and add the number rolled to the total. foresight in addition to your existing 9th level prepared
spells, and gain one additional 6th level spell slot. Gain 6
• Woe (odd). Whenever a creature you can see within
more HP and 1 more hit die.
30 feet of you is about to make an attack roll, a saving
throw, or an ability check, you can use your reaction Level 20. Archdruid (Wild Shape an unlimited number
to roll a d6 and subtract the number rolled from the of times. Ignore all verbal, somatic, and material
total. requirements for spells, other than material components
with monetary values that a spell consumes). Prepare
• You can use this reaction a number of times equal to
investiture of wind in addition to your existing 6th level
your proficiency bonus, and you regain all expended
prepared spells, and gain one additional 7th level spell
uses when you finish a long rest.
slot. Gain 6 more HP and 1 more hit die.
Twinkling Constellations. Starry Form improvement
(included in stat block).
Equipment
Moon sickle* (TCoE), +3 hide armor, +3 shield, well of
many worlds (creates a portal to a destination of the DM’s
choosing), crystal ball* (while holding the ball, you can
cast scrying at will, spell DC 17), a set of artisan’s tools
(one of your choice), a letter of introduction from your
guild, a set of traveler’s clothes.
* Attuned.
19
Dwarf College of Lore Bard 18
Medium humanoid (mountain dwarf), true neutral
“If you enjoyed the show, don’t forget to applaud, tell your friends, and tip your bard!”
Armor Class 18 Countercharm. Bard feature. Until the end of your next
Hit Points 129 (Hit Dice 18d8) turn, you and friendly creatures within 30 feet of you that
Speed 25 ft. can hear you have advantage on saving throws against
being frightened or charmed.
Rhythm Maker’s Drum. Equipment. Play the drum to
STR DEX CON INT WIS CHA regain one use of Bardic Inspiration, once per day.
10 (+0) 16 (+3) 14 (+2) 12 (+1) 8 (-1) 20 (+5)
Bonus Actions
Proficiency Bonus +7 Bardic Inspiration. Bard feature, 5 times per short or long
Saving Throws Con +9, Dex +10, Cha +12; advantage on rest. One creature other than yourself within 60 feet of
saves against poison. you who can hear you gains one Bardic Inspiration die,
Skills Acrobatics +10, Animal Handling +2, Arcana +4, a d12, for the next 10 minutes. A creature can have only
Athletics +3, Deception +19, History +8*, Insight one die at a time. Once a Bardic Inspiration die is rolled,
+6, Intimidation +12, Investigation +15, Medicine it is lost.
+2, Nature +4, Perception +2, Performance +19, • They can add the die to one ability check, attack roll,
Persuasion +19, Religion +4, Sleight of Hand +6, or saving throw they make. They can roll the d20
Stealth +17, Survival +2; Peerless Skill college of lore first, but must decide to add the Bardic Inspiration
feature. die before knowing if the roll succeeds or fails.
* Extra +6 to History checks related to stonework.
• If they cast a spell that restores hit points or deals
Damage Resistances poison
damage, they can add the Bardic Inspiration die to
Armor light armor, medium armor
the hit points regained or damage dealt to one target
Weapons simple weapons, hand crossbows, longswords,
affected by the spell.
rapiers, shortswords, battleaxes, handaxes, light
hammers, warhammers Spellcasting. The spell healing word is a bonus action.
Tools drums, ukulele, saxophone, brewer’s supplies
Senses darkvision 60 ft., passive Perception 12 Reactions
Languages Common, Dwarvish, Undercommon, Celestial
Cutting Words. College of Lore feature. When a creature
Actions you can see within 60 feet of you makes an attack roll,
an ability check, or a damage roll, you expend one use of
+3 Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., Bardic Inspiration, subtracting a d12 from the creature’s
one target. Hit: 1d8 + 6 piercing damage. roll. You can choose to use this feature after the creature
Vicious Mockery. Range 60 ft.; one target must make a makes its roll, but before knowing the result. The creature
Wisdom saving throw. On a failed save, they take 4d4 is immune if it can’t hear you or if it’s immune to being
psychic damage and have disadvantage on the next charmed.
attack roll they make before the end of their next turn. Spellcasting. The spells counterspell and feather fall are
Thunderclap. All creatures other than you within 5 ft. of reactions.
you must make a Constitution saving throw. On a failed
save, they take 4d6 thunder damage. This can be heard
100 feet away.
20
Bond. A group of certain individuals, you might say
Spellcasting “haters,” have spread rumors across the land that I’m an
untalented hack whose motivations for performing are
Casting Ability Charisma purely selfish. I’m out to prove them wrong, obviously.
Spell Save DC 20 (additional +3 while holding rhythm
maker’s drum) Flaw. I think I am the most interesting person in the
Spell Attack Modifier +12 (additional +3 while holding room.
rhythm maker’s drum)
SPELLS KNOWN
Cantrips: message, minor illusion, prestidigitation,
thunderclap, vicious mockery
Mountain Dwarf Traits
Stonecunning. Bonus on checks about stone (included in
1st Level (4 slots): dissonant whispers, faerie fire, feather stat block).
fall, healing word, Tasha’s hideous laughter
Dwarven Armor Training. Armor proficiency (included
2nd Level (3 slots): aid, enlarge/reduce, invisibility, silence in stat block).
3rd Level (3 slots): bestow curse, counterspell*, dispel
Feats
magic, enemies abound, haste*, hypnotic pattern, tongues
4th Level (3 slots): dimension door, phantasmal killer*
5th Level (3 slots): Rary’s telepathic bond*, skill Resilient. Increases Constitution and grants save
empowerment proficiency (included in stat block).
6th Level (1 slot): disintegrate*, eyebite, heal*, mass Inspiring leader. You can spend 10 minutes inspiring
suggestion, Otto’s irresistible dance your companions. Choose up to six friendly creatures
7th Level (1 slot): etherealness, forcecage* (which can include yourself) within 30 feet of you who
can see or hear you and who can understand you. Each
8th Level (1 slot): glibness
creature gains temporary hit points equal to your level +
9th Level (1 slot): mass heal*, prismatic wall your Charisma modifier. A creature can’t gain temporary
* Magical Secrets bard feature. These spells count as bard hit points from this feat again until it has finished a short
spells and use your Charisma and regular spell attack or long rest.
bonus and spell save DC, and do not count against your
Skill Expert. Increases Charisma and grants skill
spells known.
proficiency and expertise (included in stat block).
Bard Features
Background: Courtier Spellcasting Focus. You can use a musical instrument as
a spellcasting focus for your bard spells.
Your staggering charm, wit, and good looks let you
regularly travel in circles that should technically be Bardic Inspiration. You can use a bonus action on your
forbidden to you by the mundane circumstances of your turn to choose one creature other than yourself within
birth. It’s fortunate that nobles and government leaders 60 feet of you who can hear you. That creature gains one
have such excellent taste in company. Bardic Inspiration die, a d12, for the next 10 minutes.
Court Functionary. Your knowledge of how • The creature can roll the die and add the number
bureaucracies function lets you gain access to the records rolled to one ability check, attack roll, or saving
and inner workings of any noble court or government throw they make. They can roll the d20 before
you encounter. You know who the movers and shakers deciding to use the Bardic Inspiration die, but must
are, whom to go to for the favors you seek, and what the decide before the DM says if the roll succeeds or fails.
current intrigues of interest in the group are.
• If the creature casts a spell that restores hit points or
Personality Trait. If I don’t know something, I make it up. deals damage, they can roll the Bardic Inspiration die
Confidence is key! and choose a target affected by the spell, then add the
number rolled as a bonus to the hit points regained or
Ideal. Overthinking leads to undue suffering. Just relax the damage dealt.
and have a good time while you’re here!
21
• Once a Bardic Inspiration die is rolled, it is lost. A Inspiration die and add the number rolled to your ability
creature can have only one die at a time. You can use check. You can choose to do so after you roll the die for
this feature 5 times per short or long rest. the ability check, but before the DM tells you whether you
Jack of All Trades. Extra skill bonuses (included in stat succeed or fail.
block).
College of Lore Features points and learn the quickened spell and subtle spell
metamagics). Gain a second 6th-level spell slot. Gain 7
more HP and 1 more hit die.
Bonus Proficiencies. Skill proficiencies (included in stat
block). Level 20. Superior Inspiration (when you roll initiative
with no Bardic Inspiration uses left, you regain one use).
Cutting Words. When a creature that you can see within
Gain a second 7th-level spell slot. Gain 7 more HP and 1
60 feet of you makes an attack roll, an ability check,
more hit die.
or a damage roll, you can use your reaction to expend
one of your uses of Bardic Inspiration, rolling a Bardic
Inspiration die and subtracting the number rolled from
the creature’s roll. You can choose to use this feature after
the creature makes its roll, but before the DM determines
whether the attack roll or ability check succeeds or fails,
or before the creature deals its damage. The creature
is immune if it can’t hear you or if it’s immune to being
charmed.
22
Half-Orc Oath of Redemption Paladin 18
Medium humanoid (half-orc), lawful good; XGtE
“The only reason they haven’t done the right thing yet is because nobody’s given them the chance to.”
23
Ideal. I never know how many chances someone has had
Aura of the Guardian. Oath of Redemption feature. to do the right thing before I met them, so I always give
When a creature within 30 feet of you takes damage, you them one more.
magically take that damage instead. This doesn’t transfer
any other effects and the damage can’t be reduced in any Bond. I come from a large family, and I’m making the
way. world a better place for my siblings and their future kids.
Orcish Fury. Feat, once per long rest. Immediately after Flaw. I can be stubborn and uncompromising, and will
using the Relentless Endurance half-orc trait, you make a uphold my oath to the detriment of my safety.
weapon attack.
Spellcasting
Casting Ability Charisma
Half-Orc Traits
Relentless Endurance. When you are reduced to 0 hit
Spell Save DC 18
points but not killed outright, you can drop to 1 hit point
Spell Attack Modifier +10
instead. You can immediately use your reaction to make
SPELLS KNOWN one weapon attack. You can’t use this feature again until
1st Level (4 slots): bless, protection from evil/good, you finish a long rest.
sanctuary*, sleep*, thunderous smite, shield of faith,
wrathful smite Savage Attacks. When you score a critical hit with a
melee weapon attack, you can roll one of the weapon’s
2nd Level (3 slots): aid, calm emotions*, hold person*,
damage dice one additional time and add it to the extra
lesser restoration
damage of the critical hit.
3rd Level (3 slots): blinding smite, counterspell*,
crusader’s mantle, hypnotic pattern*
4th Level (3 slots): death ward, find greater steed,
Otiluke’s resilient sphere*, stoneskin*
Feats
Orcish Fury. Increases Strength; Relentless Endurance
5th Level (1 slot): destructive wave, hold monster*, holy half-orc trait improvement (included in stat block).
weapon, wall of force* Once per short or long rest, when you hit with a weapon
* These spells are always prepared and do not count attack, you can roll one of the weapon’s damage dice
against the total number of spells you can prepare. an additional time and add it as extra damage of the
weapon’s damage type.
Background: Folk Hero Skill Expert. Increases Strength and grants skill
proficiency and expertise (included in stat block).
When you were only a child, you convinced the bandit
leader terrorizing your hometown to rethink their ways,
open a community garden, and take up journaling. In
the years since, tales of your kind heart and aggressive Paladin Features
goodwill have only grown more impressive. Divine Sense. As an action, until the end of your next
turn, you can know the location of any celestial, fiend,
Rustic Hospitality. Since you come from the ranks of or undead within 60 feet of you that is not behind total
the common folk, you fit in among them with ease. cover. You know the type (celestial, fiend, or undead) of
You can find a place to hide, rest, or recuperate among any being whose presence you sense, but not its identity.
other commoners, unless you have shown yourself to be Within the same radius, you also detect the presence
a danger to them. They will shield you from the law or of any place or object that has been consecrated or
anyone else searching for you, though they will not risk desecrated, as with the Hallow spell.
their lives for you.
You can use this feature 5 times per long rest.
Personality Trait. I love giving motivational speeches, or
at least a good inspirational quote. Lay on Hands. You have a pool of healing power
that holds 90 (paladin level x 5) hit points and fully
replenishes on a long rest.
24
As an action, you can touch a creature and restore a Emissary of Peace. You can use your Channel Divinity
number of hit points to that creature from your pool, up to augment your presence with divine power. As a bonus
to the maximum amount remaining in your pool. action, you grant yourself a +5 bonus to Charisma
(Persuasion) checks for the next 10 minutes.
Alternatively, you can expend 5 hit points from your pool
of healing to cure the target of one disease or neutralize Rebuke the Violent. You can use your Channel Divinity
one poison affecting it. You can cure multiple diseases to rebuke those who use violence. Immediately after
and neutralize multiple poisons with a single use of Lay an attacker within 30 feet of you deals damage with an
on Hands, expending hit points separately for each one. attack against a creature other than you, you can use
your reaction to force the attacker to make a Wisdom
This feature has no effect on undead and constructs. saving throw using your paladin spell save DC. On a
failed save, the attacker takes radiant damage equal to
Fighting Style. Dueling (included in stat block).
the damage it just dealt. On a successful save, it takes half
Spellcasting Focus. You can use a holy symbol as a as much damage.
spellcasting focus for your paladin spells.
Aura of the Guardian. When a creature within 30 feet of
Divine Smite. When you hit a creature with a melee you takes damage, you can use your reaction to magically
weapon attack, you can expend one spell slot to deal take that damage, instead of that creature taking it.
radiant damage to the target, in addition to the weapon’s This feature doesn’t transfer any other effects that
damage. The extra damage is 3d8 for a 1st-level spell might accompany the damage, and this damage can’t be
slot, plus 1d8 for each spell level higher than 1st, to a reduced in any way.
maximum of 6d8. The damage increases by 1d8 if the
Protective Spirit. You regain hit points equal to 1d6 +
target is an undead or a fiend, to a maximum of 7d8.
half your paladin level if you end your turn in combat
Divine Health. Immune to disease (included in stat with fewer than half of your hit points remaining and you
block). aren’t incapacitated.
25
Leveling Up
Level 19. Gain the Inspiring Leader feat (give a 10-minute
speech, granting 6 creatures temporary hit points equal
to your level + 4. Creatures can only be affected once per
short or long rest). Gain one more 5th level spell slot.
Increase your Lay on Hands healing pool by 5. Gain 10
more HP and 1 more hit die.
26
Tabaxi Fiend Patron Warlock 18
Medium humanoid (tabaxi), chaotic neutral; VGtM
Armor Class 17 At the end of your next turn, the target returns to the
Hit Points 93 (Hit Dice 18d8); Gift of the Protectors space it previously occupied, or the nearest unoccupied
warlock feature. space. If the target is not a fiend, it takes 10d10 psychic
Speed 30 ft., climb 20 ft. damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you
finish a long rest.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 20 (+5) Actions
Eldritch Blast. Ranged Spell Attack: +16 to hit, 240 ft.,
Proficiency Bonus +6 ignores half and ¾ cover (see Spellcasting). You shoot
Saving Throws Wis +8, Cha +11; advantage on 4 beams, each requiring a separate attack roll. You can
Constitution saves to maintain concentration; direct the beams at the same target or at different ones.
advantage on saves against spells while holding Hit: 1d10 + 5 force damage per beam.
your staff of the magi; Dark One’s Own Luck patron
Fire Bolt. Ranged Spell Attack: +16 to hit, 240 ft., ignores
feature.
half and ¾ths cover (see Spellcasting), one target. Hit:
Skills Acrobatics +8, Deception +11, Intimidation +11,
4d10 fire damage per beam, ignoring fire resistance. Each
Perception +8, Performance +11, Stealth +8; Dark
damage die that rolls a 1 is treated as a 2.
One’s Own Luck patron feature.
Damage Resistance one of your choosing per Fiendish Cat’s Claws. Melee Unarmed Attack: +5 to hit, reach 5
Resistance pact feature (necrotic is chosen by ft., one target. Hit: 1d4 - 1 slashing damage.
default). Staff of the Magi. Equipment. You can cast many spells
Armor light armor from the staff; see equipment description. You can also
Weapons simple weapons break the staff as an action, causing it to explode.
Tools disguise kit, viol
Senses darkvision 60 ft., passive Perception 18 Bonus Actions
Languages Common, Infernal
Telekinetic. Feat. One creature you can see within 30
feet of you must succeed on a Strength saving throw (vs
Dark One’s Own Luck. When you make an ability check your spell save DC) or be telekinetically shoved 5 feet
or a saving throw, you can use this feature to add a d10 toward or away from you.
to your roll. You can do so after seeing the initial roll but
before any of the roll’s effects occur. Once you use this
Reactions
feature, you can’t use it again until you finish a short or Staff of the Magi. Equipment. When another creature
long rest. casts a spell targeting only you, the staff absorbs and
Hurl Through Hell. When you hit a creature with an nullifies it. The staff gains charges equal to the spell level;
attack, you can use this feature to instantly transport the if it has more than 50 total charges, it explodes.
target through the lower planes. The creature disappears
and hurtles through a nightmare landscape.
27
Bond. I want to be famous for my achievements, but fear
Spellcasting that they will be credited to my patron instead.
Casting Ability Charisma Flaw. I affect aloofness, but am easily swayed by others’
Spell Save DC 19 (additional +3 when holding your rod of flattery and attention.
the pact keeper)
Spell Attack Modifier +11 (additional +2 when holding
your staff of the magi and +3 when holding your rod of
the pact keeper; these effects stack)
Tabaxi Traits
Feline Agility. When you move on your tum in combat,
SPELLS KNOWN you can double your speed until the end of the tum. Once
Cantrips: eldritch blast, fire bolt, guidance, mage hand you use this trait, you can’t use it again until you move 0
(range 60 ft.), minor illusion, prestidigitation, shillelagh, feet on one of your turns.
vicious mockery
Spells (4 slots): arcane eye*, banishment, counterspell, Cat’s Claws. Gain a climb speed and claw attack
disguise self*, fly, gaseous form, hex, hold monster, (included in stat block).
hypnotic pattern, intellect fortress, invisibility*, major
image, misty step, speak with dead*, suggestion, synaptic
static, tongues Feats
Note: You cast all spells above at 5th level. You recover Spell Sniper. Spells that require attack rolls have doubled
all expended spell slots on a short or long rest. Spells range. Your ranged spell attacks ignore half and three-
that require an attack roll have their range doubled, and quarters cover. Gain the fire bolt cantrip (included in stat
you ignore half and three-quarters cover. block).
Once per long rest: mental prison, crown of stars, Elemental Adept. Your spells ignore fire resistance. When
dominate monster, psychic scream you roll damage for a spell that deals fire damage, you
* You can cast these spells at will without expending a treat any 1 you roll as a 2.
spell slot.
Telekinetic. The range on your mage hand cantrip
becomes 60 ft. As a bonus action, you can try to
telekinetically shove one creature you can see within 30
feet of you. When you do so, the target must succeed on a
Background: Entertainer Strength saving throw (DC 8 + your proficiency bonus +
Intelligence modifier) or be moved 5 feet toward or away
Perhaps growing up surrounded by actors has made you from you. A creature can willingly fail this save.
a touch dramatic and flashy, but you’ve loved the theater
for as long as you can remember. You delight in the
costumes, the sets, and the sound of applause. Warlock Features
By Popular Demand. You can always find a place to Eldritch Invocations. You know the following Eldritch
perform, usually in an inn or tavern but possibly with Invocations:
a circus, at a theater, or even in a noble’s court. At such
a place, you receive free lodging and food of a modest • Agonizing Blast. Extra eldritch blast damage
or comfortable standard (depending on the quality of (included in stat block).
the establishment), as long as you perform each night.
• Eldritch Mind. Advantage on Constitution saves to
In addition, your performance makes you something of
maintain concentration on a spell (included in stat
a local figure. When strangers recognize you in a town
block).
where you have performed, they typically take a
liking to you. • Ghostly Gaze. As an action, you see through
solid objects within 30 ft. for 1 minute (requires
Personality Trait. I have a very dry sense of humor.
concentration), once per short or long rest.
Ideal. The world is meant to be ever-changing. If you
• Gift of the Protectors. Your Book of Shadows has
leave the world as you found it, your life is meaningless.
space for 6 creatures to write their names in it. When
any of the named creatures is reduced to 0 HP but
28
not killed, they drop to 1 HP instead, and no other Staff of the Magi. Bonus to spell attacks and saving
creatures can benefit from this effect again until throws (included in stat block). Currently has 41 charges,
you finish a long rest. Each party member’s name, regains 4d6+2 each dawn up to a max of 50.
including yours, are currently written in the book.
• As an action, cast arcane lock, detect magic, enlarge/
• Mask of Many Faces, Shroud of Shadow, Visions reduce, or protection from evil and good without using
of Distant Realms, Whispers of the Grave. Cast any charges.
additional spells at will (included in stat block). • As an action, expend charges to cast one of the
Pact of the Tome. Gain a Book of Shadows from your following [spell name (charges used)]: conjure
patron and learn three cantrips from any class (included elemental (7), dispel magic (3), fireball (7, cast at 7th
in stat block). level), flaming sphere (2), ice storm (4), knock (2),
lightning bolt (7, cast at 7th level), passwall (5),
If you lose your book, you can receive a replacement from plane shift (7), telekinesis (5), wall of fire (4), or
your patron with a 1-hour ceremony during a short or web (2).
long rest. The book turns to ash when you die. • As a reaction when another creature casts a spell
targeting only you, you can absorb the spell,
Mystic Arcanum. Cast four higher-level spells once per
canceling its effect and gaining charges equal to the
long rest (included in stat block).
spell level. If the staff ever has more than 50 charges,
it explodes as per Retributive Strike below.
29
Credits
Writers: Gwen Bassett, James Fiacco
KATA KEMI
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Uncaged Anthology and published under the Community Content Agreement for
Dungeon Masters Guild.
30